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Altaïr ibn La-Ahad ([personal profile] theflyingone) wrote in [personal profile] paradisamods 2014-02-17 12:16 am (UTC)

Re: Reserved Character - ( Altaïr ibn La-Ahad )

Personality:

His quick promotion to Master Assassin had stirred up some dissent, which wasn't helped by his arrogance. Before his failure at Solomon's Temple, Altaïr regarded fighting and killing as ways to show off his skill. Altaïr would often return from a mission to looks of admiration, yes, but also jealousy. As Al Mualim's favorite, he was used to competition and rivalry, and his aggressive manner encouraged it. He initially responded to his demotion with anger, especially when novices, who were supposedly beneath him, tried to help him. He cut their words short, saying they were in his way. He claimed he could do everything himself without their help.

He was at times insufferably rebellious. Both Al Mualim and the Bureau leaders spend half the game berating Altaïr for rash actions and not shutting up. Altaïr had a habit of turning his head and avoiding someone's eyes when they said things he doesn't want to hear, much like an indignant teenager being scolded. A conversation with an informant revealed that, before he got a swelled head, Altaïr used to work in cooperation with his fellow teammates. As Altaïr regained his rank piece by piece, he attempted to work together with people again, but he had to also regain their trust.

Altaïr saw Al Mualim as the closest thing to a father. He didn't have the good fortune to know he could do better. When we first met Altaïr, it was clear from his struggle for Al Mualim's approval and the excuses he tried to make about his mistakes at Solomon's Temple that he had experienced years of emotional deprivation. He dealt with it by being aggressive, and, in Abbas's words, was "loathe to share the glory" of a successfully completed mission. Despite his lack of patience and constant questioning of some of Al Mualim's methods, he was eager to regain his rank and his master's approval again.

Emotion was a weakness in Al Mualim's eyes, one Altaïr was raised not to show. We do not see the Levantine Assassins greet each other with much physical affection, such as the (bro)hugs common among Middle Eastern men of the time. Altaïr harbored affection privately. His time with Adha in 1190 had him considering laying down his blade. Some fellow Assassins knew of Altaïr's involvement with Adha, though it is unclear how much exactly. After her death, he responded to inquiries about her whereabouts with silence. Though Altaïr killed the ones responsible for Adha's death, he realizes that revenge did not bring him peace. He still wakes from nightmares of the terrified face she wore in her last moments. With what happened to her, he suspects a life of peace is merely a dream that can never be a reality for him. He's not sure if he can feel the same way about another woman again. (Anyone who has read his Codex will know that he eventually did some years later, with enemy-turned-ally Maria Thorpe; she was his better half until death.)

Altaïr was constantly questioning everything, from the laws of society, to Al Mualim, to the threads that bound his nine targets together as – he would later find out – Templars. It was Al Mualim who taught him to question the world, and Malik who counseled him to never know, only suspect. Altaïr makes every effort to see facts for himself, to place trust in what he sees with his own eyes. He has little patience for manipulation of himself or others. He will never blindly follow anyone. He would become frustrated at Al Mualim's reticence and speaking "in circles." He even risked Al Mualim's death threats when he demanded to know more about the men Al Mualim had sent him to assassinate. He did not know for sure if his master would kill him for that insolence. He said he "took a leap of faith."

Altaïr is habitually straight and to the point. He demanded (later, asked politely) information quickly, and gave large amounts of information quickly and succinctly, not stopping to make small talk. He only took a moment to vocally contemplate when he was with someone he trusted, about something that had been troubling him for some time. In his interactions with civilians and noncombatants, Altaïr may seem frustrated at their unsubtlety in delicate situations. Everything is unsubtle to a man trained in stealth, and especially to a man who has learned from the mistake of blowing his cover. In addition, other characters in Exsilium may see his reticence as rude, and... it probably is. But he is secretive for a purpose. He doesn't want to compromise the Brotherhood.

Assassins are trained not to hesitate in the face of danger, but merely show discretion before acting. Altaïr is accustomed to hiding in plain sight, and making his first strike his last. He demonstrates extensive observational skills that help profile his targets, and there is a lot of information (visual, cultural, psychological) he must retain. During his hunt for the nine Templars, Altaïr completed all the reconnaissance and information gathering as directed, which was necessary in order to even get close enough to his targets. If a mission went differently than planned, Altaïr counted on his own ability to adapt to change. It has saved him countless times, though his friend Malik cautions him on relying on it too much. Malik acted as Altaïr's (often harsh) conscience when it came to discretion. Altaïr would exchange equally harsh words with him while on his hunt for the nine. Just before leaving for his last target, Altaïr finally apologized to Malik, owning up to his inflated pride and his mistakes at Solomon's Temple. Malik responded that Altaïr was no longer the man he once was, and had nothing to apologize for.

It is strongly implied through the game's system that Altaïr followed the Creed very closely – at first to regain his rank and keep his life, then because he felt remorse for his mistakes. His arrogance cost the life of one Assassin, and the left arm of another. And, though the Templars already knew the location of their hideout, Al Mualim convinced Altaïr that it was he who led them to battle on their doorstep, resulting in more lives lost. It took effort and a shelving of great pride to own up to his mistakes, but Altaïr did want to redeem himself. He realized what it meant to have the power to hold someone's life in his hands. He saw his own arrogance and pride reflected in the cruel men he was sent to kill, and he "learned what becomes of those who lift themselves above others." He spared Maria Thorpe, Robert de Sable's double, because she was not one of his nine targets, though she was a Templar and his enemy. Altaïr was looking to do away with the needless killings he once employed, and to place others before himself in more ways than one.

Part of the Creed forbids the killing of innocents, but Altaïr took it a step further, going out of his way to help civilians being tormented by the corrupt guards paid to protect them. A staunch believer in free will, he cannot tolerate the oppression of others, and he risks his life to prevent it. Altaïr elaborated to King Richard, "My concern is for the people of the Holy Land. If I must sacrifice myself for there to be peace, so be it."

Because Altaïr has seen Crusaders and Saracens commit unspeakable acts in the name of a benevolent God, he says he doesn't believe in such a thing. In Solomon's Temple, when he, Kadar and Malik viewed the Arc of the Covenant – an extremely important religious artifact from Biblical times – he told the novice Kadar not to be silly, there is no such thing. However, Altaïr will fight for people's right to choose their beliefs. "Men must be free to do what they believe." When the Templars take people's freedom in exchange for peace, Altaïr is ready to pit himself against them.

The events of the summer of 1191 left little time for merrymaking, however Altaïr is not without a sense of fun. His job requires he complete missions with as much stealth as possible, but he also loves a good sword fight, as evidenced by his occasional shit-eating grin when successfully dispatching several opponents in a row. He repeatedly uses the rooftops to his advantage, even if civilians comment that he is "acting like a child." To be fair, once a person has learned to use the city's surroundings to get around in the unconventional way of their choice, it is hard to adhere to the mundane. Altaïr has a focused directness that results in wanting to get things done quickly, and the goal of parkour – to get from point A to B as swiftly and efficiently as possible – meshes nicely with that. The Animus's mechanic of collecting flags to sync with more of Altaïr's memories imply that he walked, climbed, and jumped everywhere. He conducted more than just business on rooftops. A few years after the events of the first game, c.1196, it is revealed that Altaïr has no qualms about passionately conceiving his children outside on high towers – in enemy territory.

Though he has gained a new wisdom and inner peace, it's just that: new. His better understanding of the Creed has changed him into a calmer, wiser man, but he still has a little difficulty connecting with people on a personal level. He has great compassion for his fellow man, but has grown up in an environment that did not teach him how to show it. He has trouble even putting into words any doubts and insecurities he may have, even when in the company of someone he trusts. Altaïr is a good leader, with experience spearheading missions in small groups as a Master Assassin, but he is not yet a mentor.

ABILITIES:
A sixth sense, dubbed Eagle Vision (video here), can be activated while standing still and at full health. This intuition shows people's true intentions, and can even lead one in the direction of an unseen target. Red = soldiers/enemies, blue = allies, white = informants and hiding places, gold = assassination targets. Permissions post here
Altaïr fights with: longsword, knife/short blade, throwing knives, fists, swordfighting while on horseback, hidden blade (retractable blade hidden in the left bracer, for which their left ring finger is removed)
Pickpocketing, eavesdropping, interrogation by fists, parkour, climbing almost any building.
Leap of Faith: Experienced Assassins can jump from dangerous heights to land safely in a pile of hay/leaves
All Assassin initiates had to be well-educated to help them infiltrate various cultures. Altaïr is able to blend in plain sight with groups of both European and Middle Eastern scholars.
He's also pretty good at drawing.

THIRD-PERSON WRITING SAMPLE: [ Arriving on Exsilium's moon base. On the moon. Yeah. ]

One moment Altaïr had been standing in the shock and chaos of his latest kill; the next, waking up alone on a transport pad in a strange, cold warehouse. It took all his will not to tackle the first person he encountered and demand answers. As it happened, a few were supplied to him. But not enough.

He took one look at the starry view outside and reeled. An untimely step off a building in Damascus was one thing. Finding himself in lodgings on the moon was another entirely. Surely these fools wouldn't garrison so far away from the Earth...! Altaïr composed himself. In the halls, he didn't gawk or show any indication that he felt extremely out of place. He spent most of his time mapping out the corridors in his mind's eye as he walked down them at an unobtrusive pace. When he was still, he favored the wall, turning a watchful gaze on everything and everyone.

The sort of technological mechanisms that were described to him upon arrival sounded like something out of a fairytale. Altaïr did not care for fairytales, but he was a curious mind determined to see everything as clearly as possible. He got out his tablet. Apparently this folding glass, this reflecting book, was "on," but the instantaneous sending and receiving of letters was not possible at this time. He quickly turned it over in his calloused hands, the absence of his left ring finger not hindering him in the slightest. The thing bore no response, and Altaïr's patience -- what little was left of it -- wore thin. His jaw set, and he muttered a small curse in the Arabic of his time.

FIRST-PERSON JOURNAL SAMPLE: Talking with a future mutiny co-conspirator

INTENT:
Altaïr was my first muse, and i found him to be a fun, versatile character to play. He's a bag of dicks turned loyal student turned unwitting mentor. He is very passionate about his beliefs, a violent extremist, and a kind man. I also love history, adventure, and nice asses.
Honestly i love getting him into trouble, so there will probably be a bit of that. When i'm not torturing him, he usually holds stealth/sword classes, spars, explores, stalks enemies, nerds about books and lofty ideals, and helps old ladies cross the street. He may try to recruit Assassins to fight for freedom and peace, but only if he trusts them.

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